/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
/*
==============================================================================

floater

==============================================================================
*/

#include "g_local.h"
#include "m_float.h"


static int  sound_attack2;
static int  sound_attack3;
static int  sound_death1;
static int  sound_idle;
static int  sound_pain1;
static int  sound_pain2;
static int  sound_sight;


void floater_sight(edict_t *self, edict_t *other)
{
    gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}

void floater_idle(edict_t *self)
{
    gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}


//void floater_stand1 (edict_t *self);
void floater_dead(edict_t *self);
void floater_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
void floater_run(edict_t *self);
void floater_wham(edict_t *self);
void floater_zap(edict_t *self);


void floater_fire_blaster(edict_t *self)
{
    vec3_t  start;
    vec3_t  forward, right;
    vec3_t  end;
    vec3_t  dir;
    int     effect;

    if ((self->s.frame == FRAME_attak104) || (self->s.frame == FRAME_attak107))
        effect = EF_HYPERBLASTER;
    else
        effect = 0;
    AngleVectors(self->s.angles, forward, right, NULL);
    G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start);

    VectorCopy(self->enemy->s.origin, end);
    end[2] += self->enemy->viewheight;
    VectorSubtract(end, start, dir);

    monster_fire_blaster(self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
}


mframe_t floater_frames_stand1 [] = {
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL }
};
mmove_t floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL};

mframe_t floater_frames_stand2 [] = {
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL }
};
mmove_t floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL};

void floater_stand(edict_t *self)
{
    if (random() <= 0.5)
        self->monsterinfo.currentmove = &floater_move_stand1;
    else
        self->monsterinfo.currentmove = &floater_move_stand2;
}

mframe_t floater_frames_activate [] = {
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL }
};
mmove_t floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL};

mframe_t floater_frames_attack1 [] = {
    { ai_charge,  0,  NULL },           // Blaster attack
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  floater_fire_blaster },           // BOOM (0, -25.8, 32.5)    -- LOOP Starts
    { ai_charge,  0,  floater_fire_blaster },
    { ai_charge,  0,  floater_fire_blaster },
    { ai_charge,  0,  floater_fire_blaster },
    { ai_charge,  0,  floater_fire_blaster },
    { ai_charge,  0,  floater_fire_blaster },
    { ai_charge,  0,  floater_fire_blaster },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL }            //                          -- LOOP Ends
};
mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run};

mframe_t floater_frames_attack2 [] = {
    { ai_charge,  0,  NULL },           // Claws
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  floater_wham },           // WHAM (0, -45, 29.6)      -- LOOP Starts
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },           //                          -- LOOP Ends
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL }
};
mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run};

mframe_t floater_frames_attack3 [] = {
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  floater_zap },        //                              -- LOOP Starts
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },       //                              -- LOOP Ends
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL },
    { ai_charge,  0,  NULL }
};
mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run};

mframe_t floater_frames_death [] = {
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL }
};
mmove_t floater_move_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead};

mframe_t floater_frames_pain1 [] = {
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL }
};
mmove_t floater_move_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run};

mframe_t floater_frames_pain2 [] = {
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL }
};
mmove_t floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run};

mframe_t floater_frames_pain3 [] = {
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL },
    { ai_move,    0,  NULL }
};
mmove_t floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run};

mframe_t floater_frames_walk [] = {
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL }
};
mmove_t floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL};

mframe_t floater_frames_run [] = {
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL },
    { ai_run, 13, NULL }
};
mmove_t floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL};

void floater_run(edict_t *self)
{
    if (self->monsterinfo.aiflags & AI_STAND_GROUND)
        self->monsterinfo.currentmove = &floater_move_stand1;
    else
        self->monsterinfo.currentmove = &floater_move_run;
}

void floater_walk(edict_t *self)
{
    self->monsterinfo.currentmove = &floater_move_walk;
}

void floater_wham(edict_t *self)
{
    static  vec3_t  aim = {MELEE_DISTANCE, 0, 0};
    gi.sound(self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0);
    fire_hit(self, aim, 5 + rand() % 6, -50);
}

void floater_zap(edict_t *self)
{
    vec3_t  forward, right;
    vec3_t  origin;
    vec3_t  dir;
    vec3_t  offset;

    VectorSubtract(self->enemy->s.origin, self->s.origin, dir);

    AngleVectors(self->s.angles, forward, right, NULL);
    //FIXME use a flash and replace these two lines with the commented one
    VectorSet(offset, 18.5, -0.9, 10);
    G_ProjectSource(self->s.origin, offset, forward, right, origin);
//  G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, origin);

    gi.sound(self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);

    //FIXME use the flash, Luke
    gi.WriteByte(svc_temp_entity);
    gi.WriteByte(TE_SPLASH);
    gi.WriteByte(32);
    gi.WritePosition(origin);
    gi.WriteDir(dir);
    gi.WriteByte(1);    //sparks
    gi.multicast(origin, MULTICAST_PVS);

    T_Damage(self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, 5 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN);
}

void floater_attack(edict_t *self)
{
    self->monsterinfo.currentmove = &floater_move_attack1;
}


void floater_melee(edict_t *self)
{
    if (random() < 0.5)
        self->monsterinfo.currentmove = &floater_move_attack3;
    else
        self->monsterinfo.currentmove = &floater_move_attack2;
}


void floater_pain(edict_t *self, edict_t *other, float kick, int damage)
{
    int     n;

    if (self->health < (self->max_health / 2))
        self->s.skinnum = 1;

    if (level.time < self->pain_debounce_time)
        return;

    self->pain_debounce_time = level.time + 3;
    if (skill->value == 3)
        return;     // no pain anims in nightmare

    n = (rand() + 1) % 3;
    if (n == 0) {
        gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
        self->monsterinfo.currentmove = &floater_move_pain1;
    } else {
        gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
        self->monsterinfo.currentmove = &floater_move_pain2;
    }
}

void floater_dead(edict_t *self)
{
    VectorSet(self->mins, -16, -16, -24);
    VectorSet(self->maxs, 16, 16, -8);
    self->movetype = MOVETYPE_TOSS;
    self->svflags |= SVF_DEADMONSTER;
    self->nextthink = 0;
    gi.linkentity(self);
}

void floater_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
    gi.sound(self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
    BecomeExplosion1(self);
}

/*QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_floater(edict_t *self)
{
    if (deathmatch->value) {
        G_FreeEdict(self);
        return;
    }

    sound_attack2 = gi.soundindex("floater/fltatck2.wav");
    sound_attack3 = gi.soundindex("floater/fltatck3.wav");
    sound_death1 = gi.soundindex("floater/fltdeth1.wav");
    sound_idle = gi.soundindex("floater/fltidle1.wav");
    sound_pain1 = gi.soundindex("floater/fltpain1.wav");
    sound_pain2 = gi.soundindex("floater/fltpain2.wav");
    sound_sight = gi.soundindex("floater/fltsght1.wav");

    gi.soundindex("floater/fltatck1.wav");

    self->s.sound = gi.soundindex("floater/fltsrch1.wav");

    self->movetype = MOVETYPE_STEP;
    self->solid = SOLID_BBOX;
    self->s.modelindex = gi.modelindex("models/monsters/float/tris.md2");
    VectorSet(self->mins, -24, -24, -24);
    VectorSet(self->maxs, 24, 24, 32);

    self->health = 200;
    self->gib_health = -80;
    self->mass = 300;

    self->pain = floater_pain;
    self->die = floater_die;

    self->monsterinfo.stand = floater_stand;
    self->monsterinfo.walk = floater_walk;
    self->monsterinfo.run = floater_run;
//  self->monsterinfo.dodge = floater_dodge;
    self->monsterinfo.attack = floater_attack;
    self->monsterinfo.melee = floater_melee;
    self->monsterinfo.sight = floater_sight;
    self->monsterinfo.idle = floater_idle;

    gi.linkentity(self);

    if (random() <= 0.5)
        self->monsterinfo.currentmove = &floater_move_stand1;
    else
        self->monsterinfo.currentmove = &floater_move_stand2;

    self->monsterinfo.scale = MODEL_SCALE;

    flymonster_start(self);
}
